Showing Posts For Prokiller.1472:

Dec 10th thief changes

in Thief

Posted by: Prokiller.1472

Prokiller.1472

Initiative changes
We believe this is one of the most controversial but important changes this patch. The important thing to understand is that we have been and will playtest this a lot more before we push this change. The default rate of initiative regeneration was simply to low and was causing players to either take traits to suppliment it, or to have their effectiveness suffer. This is something that has to change. What these changes intend to do is to increase the power of every single thief build that is not running these traits, and to ever so slightly reduce the maximum amount of initiative you can have per second if you min/max those traits. I know its easy to theorycraft what is going to happen here and there is a lot of danger in that. It is hard to get a sense of this change without playing it, and believe me if I could I would let everyone test a change of this magnitude and gather some more empirical and data driven feedback, but currently our resources are limited, but we still believe that this is a change whose time has come. We will monitor it very carefully when we do release it to make sure it is working as intended.

As easy as it is to theorycraft, the change to opportunist is a bad one. It’s a clear nerf to initiative heavy builds, aka anything that’s not d/x. It should be fine as it is even after the change.

On the topic of weaponsets not being d/x. Pistol whip needs a damage increase, it’s sort of odd that after many threads agreeing to this fact and after sigil of paralyzation got nerfed, that the damage was not increased back to its original 1249 base damage. The stunlocking that was an issue is no longer one, so please buff PW.
P/P needs a buff as well, Vital shot needs to actual shoot at 0.5 secs instead of 0.82 secs. Unload also needs a damage buff, which can be achieved by just increasing the number of bullets fired to 10. The P/P set seems like it was designed to just deal damage from range, and it doesn’t do enough. Also increase it’s range to 1200 please.
Shortbow, trick shot should be firing at 0.5 instead of 0.95.

I just have 1 question for you Jon, why is thief the ONLY class without a weapon(on land) that has 1200 range? SB is a good candidate, I still don’t think anyone understands as to why clusterbomb was nerfed.

New High End Dungeon

in Fractals, Dungeons & Raids

Posted by: Prokiller.1472

Prokiller.1472

I think it would be more interesting if depending on how you completed the paths, you would get a different boss on the last one. Just to keep you on your toes.

it would be awesome if Shiro or The lich was a boss in this dungeon, and if none of the bosses has defiant. But instead they would have healing skills, stun breakers, condition removal, and could dodge aoes. GW1 mob AI was good, and a pain to deal with in hm, lets have that again.

Please nerf thats !

in PvP

Posted by: Prokiller.1472

Prokiller.1472

There’s an easy way to fix this, just have the guards aggro when the lord is being attacked. After the shadowstep to door fix I mean. Although, PW isn’t the best way for s/p to kill lord. Black powder + auto attack is more efficient assuming that the casters are dead.

How Is Stolen Fear Not Broken?

in PvP

Posted by: Prokiller.1472

Prokiller.1472

It sounds more like the OP just wants thieves out of the game completely. The stolen fear is not broken because,

  1. it has limited use. It only has 2 uses, to run away when you are at like 3k hp and the other is to throw people off the cap point.
  2. thief has no access to fear otherwise<—- just a statement not a real reason
  3. thief has a low base hp, so yea.

To sum it up, learn to walk out of fear or remove the condition. The cap point is not going to neutralize that fast.

2(3?) ideas to reducing QQ

in Thief

Posted by: Prokiller.1472

Prokiller.1472

Ok, after reading this forum and spvp forum for a few days I got sick of reading “nerf backstab” or “backstab does like 14k dmg”. Its not backstab, because for backstab to hit 8k, you have to use 3 signets to gain 15 stacks of might + 1 stack of might from bountiful theft. You can get 18 stacks of might if you drop 5% dagger and add the venom trait that gives you might, even after that its like 9k crit. The max backstab, I’ve ever seen is 13k due to bloodlust sigil.

1. shadow steps stops casting/channeling of any skill when it is pressed. This gets rid of using CnD before hitting steal and making the spike extremely fast. All shadow steps do this actually, if you use infiltrators strike and then pw, pw continues after you use shadow return.
2. You lose stealth when you get hit, but do not get revealed debuff. Just to make shadows refuge not completely useless.

Those 2 changes will stop thieves from changing a 4 second combo to a 2 second combo.

3. Change the base health of low health professions to 14k, medium hp to 16k.
This change will make guardian/ele bunkers harder to kill, but bunkers should be nerfed anyways.